Fallout 3
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Imp of the Perverse

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Imp of the Perverse

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22 comments

  1. yojeff
    yojeff
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    Thanks for your mod, I used it for Simple Needs counters.

    For the y calculations, I replaced the block:
    <y>
    <copy src="parent()" trait="_containerHeight" />
    <mul>
    <copy src="parent()" trait="_elementCount" />
    <sub> 1 </sub><!-- set to 2 for 3rd element, 3 for 4th, etc. -->
    </mul>
    </y>
    By :
    <y>
    <copy src="parent()" trait="_containerHeight" />
    <mul> 1</mul><!-- set to 2 for 3rd element, 3 for 4th, etc. -->
    </y>
  2. BronyofGames
    BronyofGames
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    OK.... this is my First time trying my hand at this type of modding so please no harsh words. While I'm attempting to save the newly edited script in Geck it gives me a warning saying that my "SetUIFloat" command was not found when its obviously there in front of me. Plz help me
    1. grneely
      grneely
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      You might want to verify that the Fallout Script Extender (FOSE) is properly installed.
      If it is installed, also verify that you are starting the GECK using the command:
      fose_loader.exe -editor
      See: http://geck.bethsoft.com/index.php?title=Fallout_Script_Extender

      That might fix your trouble.


  3. AlecMitch
    AlecMitch
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    will it work for NV?
  4. kevkas
    kevkas
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    Excelent mod, endorsed.
  5. Gribbleshnibit8
    Gribbleshnibit8
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    Thanks. I decided not to do the variable settings for now, maybe a later mod or update. I also decided not to use a picture. Too much trouble, and I couldn't figure out how to update it according to my uses (an issue specific to my particular use).

    As for understanding it. I think it didn't help that I was really tired when trying to work on it. What with this being my very first introduction to even attempting to read XML as it was, and then trying to decipher the particular usage and all.... ugh, headache it was.

    However, it all works now, if you want to see what I did with it here's a link to my newly released PIMP.
  6. Imp of the Perverse
    Imp of the Perverse
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    There's a SetUIString command in addition to the SetUIFloat that I use. With it you could make text io() entries in the XML. For what you're doing though I think your solution works best - just make the y position of each gauge be variable depending on which gauges were visible.

    Sorry for the logic error regarding element order, but I sort of figured that by the time people got to that point they would sort of understand what was going on. The only really confusing part is that x increases from left to right, but y increases from top to bottom, the opposite of what you're used to in mathematics.

    Regarding images, you can use the setuistring command to change the filename of the image that gets displayed, so just set up one container in the XML and use your fallout script to change the image.
  7. Gribbleshnibit8
    Gribbleshnibit8
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    Alright, I finally got it all working. So now I have a few questions. Firstly, is it possible to have dynamic names for counters. My thought is, I want the counters to be displayed one after the other, instead of the space of undisplayed counters between them. But I want to be able to choose which labels show up depending on the situation.

    Secondly, when I tried to change the justify on the labels to left, they move over and overlap my numbers, if I right justify the numbers, they too move to a different place.

    Third, To display an image, specifically, one that can change. I would need a separate container for each one, right? Or will it work with just one? Also, if I wanted to add an icon to the right of my counters, where should the container go (if it matters), and how should I set it to dynamically place itself centered on the counter block (if counter block is higher than icon)

    EDIT: I just realized how I could do it dynamically. I think. I would set an IO statement for a variable that sets what position the element should be shown at.

    As a note on positions, I followed your template, and when adding more than 2 elements, if I set the
    <y>.....<sub> </sub></y>
    block to the element number minus 1, it would display above (this could be your intended function, but was undocumented as such, and was a matter of much frustration in my testing) the area I wanted it to, but setting it to a negative number equal to 1 minus the element above the current one (if all that makes sense) it would go where I wanted it below the previous element. So basically, element 3 has a y position of -1, 4 is -2, etc.
  8. Imp of the Perverse
    Imp of the Perverse
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    Yeah, just change the item tagged <justify> in the appropriate <text> item to &left;, &right;, or &center;, accordingly.
  9. Gribbleshnibit8
    Gribbleshnibit8
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    Not sure what's going on, but for some reason my second counter is stuck at displaying 6. I copied the entire .esp script into my own, set it in the quest and all. Set up the .xml file and have it displaying.

    It displays my first counter correctly (stimpaks at 9), but for my Jet count, it just stays at 6, flashing red. Despite the fact that the warning level is set to 3.

    EDIT: I managed to get it to show the proper value, but I had to set it manually. Also, when I add a third counter, it shows up on top of my first one (I have set the line to be 2).

    EDIT: OK, and now it's deciding to work correctly. I'll ask a question then. Is it possible to have the left side of all the words line up, and all the numbers line up on the right side?
  10. Imp of the Perverse
    Imp of the Perverse
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    I just figured out a way to match the HUD alpha. It's a non-xml solution that requires fose, but that shouldn't be a problem because fose is already needed for the I/O. I'm guessing DarN didn't use it because he was trying to keep at least part of his mod non-FOSE.

    The FOSE command getnumericinisetting can be used to read HUD opacity directly from the .ini file (or from whatever .ini settings are loaded into memory.)

    I'll upload an updated version with the new code (would be release 3), plus a template for adding images, but in the meantime, the code is:

    set fAlpha to getNumericIniSetting "fHudOpacity:Interface"
    set fAlpha to fAlpha * 255
    setUIFloat "HudMainMenu\\_XXXXHUDAlpha" fAlpha

    where _XXXXHUDAlpha is an io() object that sets the value of the <alpha> property of the parent rectangle in the xml. All children should reference the alpha value of their parents.

    <rect name="HUD_XXXX">
    ...
    <alpha> <copy src="io()" trait="_XXXXHUDAlpha" /> </alpha>
    ...
    <rect name="XXXX_Counter1Container">
    ...
    <alpha> <copy src="parent()" trait="alpha" /> </alpha>


    @B3w4r3

    Thanks.